FAQ

Capture, Tower Bosses & Progression FAQ

1.0's capture bonus change, tower boss rework, cheaper condensation and 10-level work suitability.

What changed about capturing in 1.0?

The Capture Bonus now completes in 5 catches instead of 12; capturing is faster overall.

Official changelog: completing a species' Capture Bonus now takes 5 captures instead of 12. In practice you max a species' bonus after just 5 catches, which speeds up progression, leveling and Paldeck completion — casually catching extras pays off far more than in EA.

Capture rates were also rebalanced alongside endgame Pal stats. Don't budget spheres from EA muscle memory — run the capture calculator on the 1.0 coefficients.

Source: Official changelog

Does 30% capture rate mean 3 spheres guarantee it?

No: each sphere rolls independently — three straight failures still happen ~34% of the time.

Every sphere is an independent roll. At 30%, three throws all failing happens 0.7³ ≈ 34.3% of the time — one player in three whiffs all three. Expected spheres are 1/0.3 ≈ 3.3, but expectation is not a cap: always pack a failure margin, and read the calculator's expected cost as an average, never a guarantee.

The most common mistake catching high-end Pals?

Bursting with the hard-counter element and killing the target; finish with a low-multiplier element instead.

Using counter elements to burn HP is fine; the mistake is finishing with the same kit and overkilling past the line. Once HP is low, switch to a low-multiplier element or a weak weapon to hold the health bar, stack back-attacks and status effects (paralysis / freeze) to raise the effective rate, then throw.

What changed with tower bosses, and in what order?

Every tower reworked; the timer cut from 10 to 5 minutes; nine bosses, lowest level first.

Official: every tower is visually and mechanically reworked, some bosses gained new moves, and the fight timer drops from 10 to 5 minutes with stats retuned to match — less slack, so counter-element teams matter more than in EA. Hard-mode tower bosses now unlock by defeating the Azure Covenant tower boss.

The nine towers by recommended level, low to high (community-compiled, per-tower on-site verification pending): Zoe & Grizzbolt (10) → Lily & Lyleen (20) → Axel & Orserk (30) → Marcus & Faleris (40) → Victor & Shadowbeak (50) → Saya & Selyne (55) → Bjorn & Bastigar (60) → Auri & Shaolong (68) → Zenara & Astralym (80). The finale, Astralym, is typeless in the site data layer — no elemental weakness to exploit, so raw progression and damage plans decide it.

Source: Official changelog

What changed about Condensation?

Max rank now costs 48 same-species Pals instead of 116 — a huge burden cut.

Officially, max condensation drops from 116 to 48 Pals. Two linked changes: each rank-up now raises one random work suitability level, and reaching max rank raises them all — condensation shifts from a combat luxury to a dual investment in fighting power and base efficiency, and the 5-catch capture bonus makes gathering fodder faster too.

Source: Official changelog

Why isn't my partner skill working? Where do saddles unlock?

Mount and weapon skills need Pal gear from the tech tree first; party and ranch skills work bare.

Partner skills activate three ways: mount / weapon skills need that Pal's dedicated gear (saddle, harness) unlocked in the tech tree and crafted at the Pal Gear Workbench — the "Technology NN" note at the end of the skill description is the unlock level; party passives work the moment the Pal joins your party; base skills trigger only when assigned to the right facility. Skill levels 1–5 rise through same-species condensation, with the full growth table on every Paldeck page.

For the full mechanics and exemplar Pals of all 7 skill categories, see the partner skills and saddles guide; the Alpha-egg combo and IV viewing now have their own dedicated guides.

Source: Site 1.0 data layer

How does 10-level work suitability play?

Cap raised to 10 with all Pals rebalanced; ranks, condensation and handbooks raise levels.

Official: the work suitability cap expands to 10 levels with every Pal rebalanced. Three ways up — each rank-up raises one random suitability, max condensation raises them all, and the new "Applied Ranching Handbook I" targets ranching specifically, with applied-technique items easier to obtain overall.

The base-building consequence (community consensus): with high-level gaps widening, generalist Pals fall clearly behind specialists — build assembly lines around level 9–10 specialists per job to hit 1.0's real throughput ceiling. The on-site Paldeck filters by work suitability directly.

Source: Official changelog

What other progression changes landed in 1.0?

Level cap 80, Pal Effigy collection buffs, watchtower travel, auto-run.

The official list: level cap 65 → 80 with a new ancient-tech tier; Lifmunk Effigies reworked into "Pal Effigies" — collect effigies of various Pals to buff your own stats (already-collected ones carry over); watchtowers added everywhere that reveal the map and become fast-travel points; auto-run added; dungeon layouts, rewards and chest drops fully retuned, with 15 new random dungeon entrances in Feybreak.

Source: Official changelog

Where do Raids and PvP stand in 1.0?

Raids majorly reworked plus the Negotiator; PvP and Arena Legend are new official modes.

Official: the base-defense Raid system is heavily reworked and adds "The Negotiator" mechanic — the usual prep (battle team, ammo, healing, base output and fortifications) still applies, but trigger and wave logic follow 1.0. PvP and the Arena Legend arena are brand-new official modes whose rules and balance are still iterating through official announcements; the site holds off on PvP build guides rather than publish guesses.

Source: Official changelog

Why won't my Pal use a skill it has already learned?

There are only three active skill slots — learning a skill does not equip it. You have to swap it in yourself.

Two lines from the official 1.0 notes answer this together. One says inherited active skills are "randomly selected from the three active skill slots set on the parent Pals" — three slots, fixed. The other says that "when swapping a Pal's Active Skills, learned skills are now displayed in element order" — that swap screen exists precisely because learned skills have to be chosen in manually.

So "my Pal is high enough level but still won't use it" usually has two layers: the skill is not learned yet (level requirement unmet), or it is learned but not equipped. Panthalus is a clear case — the site's skill table lists Bubble Rain at Lv1, Creeping Bubbles at Lv7, Aqua Blade at Lv15, Tidal Charge at Lv22, Maelstrom at Lv30, Grand Breach at Lv40, Holy Burst at Lv50 and Aqua Tornado at Lv60. Eight skills unlock over time; only three can be equipped at once.

Every Pal's learn-level table sits on its Paldeck page. Check whether the problem is level or slots before you decide between grinding levels and going back to the terminal to re-equip — the two fixes have nothing in common.

Source: Official changelog

Where do skill fruits come from?

The world map has a skill-fruit-tree layer (31 ground points plus 12 in the tree region), and three bosses drop one on a guaranteed table.

The 1.0 item table holds 93 skill fruits across three rarity tiers. Two acquisition routes can be stated precisely. First, the world map's skill-fruit-tree layer marks 31 ordinary points plus 12 on the World Tree side, so you can run a route. Second, boss drop tables: Blazamut Ryu always drops Dragon Skill Fruit: Beam Slicer, Bellanoir drops Dark Skill Fruit: Apocalypse, and Bellanoir Libero drops Dark Skill Fruit: Dark Whisp — all three at 100%.

Two limits worth stating. The tree markers are coordinates only — nothing records which tree yields which fruit, so the site will not tell you that a given point farms a given fruit. And the skill table on each Paldeck page lists only level-up skills; anything taught by a fruit is outside that table, so its absence there does not mean the Pal cannot learn it.

Source: Site 1.0 data layer

Which mount is the fastest?

Flying: Jetragon sprints at 3300. Panthalus sits at 3000 with no sprint tier — cruising speed is top speed. Ground goes to Necromus, water to Neptilius.

Mount data on this site splits speed into run speed and sprint speed; for most mounts sprint is roughly double, so comparing a single number gets it wrong. The fastest sprint among fliers is Jetragon at 1700/3300, but its stamina is only 110, making it a short-burst mount. Panthalus is the exception at 3000/3000 — no sprint tier at all, so mounting up already puts you at top speed, though its stamina is likewise low at 100. For sustained travel look at stamina: the highest among fliers is actually Suzaku and Suzaku Aqua at 350 each, though they only sprint at 1100; the balance of speed and endurance is Xenolord (1700/2700, stamina 300).

On the ground the top tier is Necromus (1300/1900) and Hartalis (900/1900): identical sprint, but Necromus carries 400 more base run speed, so cruising without sprint feels far smoother; Hartalis and Paladius share the highest ground stamina at 400. In water, Neptilius (1800/2000) gains little from sprint but starts high. You do not have to wait for it — Chillet (1350/1890) needs only tech level 11 for its saddle.

  • Flying: Jetragon 1700/3300 (tech 79, stamina 110), Panthalus 3000/3000, Shaolong 1400/2800, Eidrolon and Eidrolon Ignis 1400/2750, Xenolord 1700/2700 (stamina 300)
  • Ground: Necromus 1300/1900 (stamina 350), Hartalis 900/1900 (stamina 400), Paladius 800/1800 (stamina 400)
  • Water: Neptilius 1800/2000, Chillet 1350/1890 (tech 11), Jormuntide 1080/1800

Source: Site 1.0 data layer

How should I pick a main Pal — is the highest stat line simply the best?

The stat ceiling sits on the self-breed-only side; the highest attack you can actually breed for is Frostallion Noct at 140 — Bellanoir looks higher on paper but its only listed combination is circular, not a route to obtaining it.

A stat line has only three fields — HP, attack, defense — but "high numbers" and "obtainable" are separate questions. Nineteen Pals sit at 130 attack or above, and twelve of them are self-breed-only, meaning they come solely from a same-species pair: Astralym 200, Bellanoir Libero 150, Necromus 145, Neptilius 145, Jetragon 140, Frostallion 140, Shaolong 135, Dandilord 135, Hartalis 130, Bastigor 130, Orserk 130, Blazamut Ryu 130. Without a parent already in hand, that group has no breeding shortcut.

The remaining seven are not on the self-breed-only list, but there is a second gate: the site's breeding table holds a formula pool of only 183 Pals, and anything outside it needs a specifically listed combination. Checking one by one, Bellanoir 150 fails both — its only listed combination is Bellanoir + Bellanoir Libero → Bellanoir, which is circular rather than a route in; The other six all have a route: Frostallion Noct 140 (Helzephyr + Frostallion), Bushi Noct 130 (Sootseer + Bushi), Ghangler Ignis 130 (Sootseer + Ghangler), Jormuntide Ignis 130 (Blazehowl + Jormuntide), Eidrolon Ignis 130 (Eidrolon + Suzaku), plus Anubis 130 — the only one at this tier that comes through the formula pool.

So the real answer to "the strongest combat Pal you can breed for" is Frostallion Noct at 140, not the higher-looking Bellanoir. And do not read attack alone: Paladius has an unremarkable 120 attack but 145 defense, near the top of the roster, and it is Neutral — its attacks take no elemental reduction, which is why it shows up in general-purpose teams. The flip side is that Neutral is countered by Dark on defense, so it holds no advantage against Dark bosses.

Source: Site 1.0 data layer

Do movement-speed passives make a mount faster?

The data layer's effect text only says "movement speed +X%" without separating self-movement from being ridden. The three water-only entries do name their scene, so the rest are at least not water-limited — but whether they apply to mount speed has no verifiable basis here.

Start with what the site actually holds. Among ordinary passives, three are plain movement speed: Swift +30%, Runner +20%, Nimble +10%. Legend also carries movement speed on top of +20% attack and defense, but the site records two different figures for it (15% in one place, 20% in another), so treat that number as unsettled. Three more are water-only and say so explicitly: King of the Waves +50%, Ace Swimmer +40%, Sleek Stroke +30%. Dimensional Leap +50% needs separate handling — it belongs to the World Tree passive category introduced in 1.0: powerful but with a cost, draining hunger 15% faster, so it does not behave like an ordinary movement passive.

That gives you a usable clue: since the game bothers to make a separate water set and names the scene in the text, the four unscoped entries read as general movement speed at the text level. The passive sits on the Pal, and while you ride it the thing that is moving is still the Pal, so directionally the bonus applies.

What the site will not do is assert "mount speed ×1.3", and the reason is worth stating: there is no structured field for movement speed in the data layer. The IV calculator structures only attack, defense and work speed; movement speed exists solely as a line of effect text. Whether flight applies the same percentage, and whether a cap exists, has no corresponding flag in the table. If you need certainty, time it — same stretch of ground, one run with and one without, beats any inference.

  • General movement speed on ordinary passives: Swift +30%, Runner +20%, Nimble +10% (Legend also carries some, but the site holds two figures)
  • Water only: King of the Waves +50%, Ace Swimmer +40%, Sleek Stroke +30%

Source: Site 1.0 data layer

How do you actually get to Sunreach? The game never really says

Clear the seventh tower, Bjorn (the site's entry anchor is Lv60), and the altar at the top of that tower is the portal across — it is part of the main line; the site map already carries six sky-island fast-travel points.

Sunreach is the floating archipelago added in 1.0. The official notes describe it as held aloft above Palpagos by the power of Paldium, with an environment unlike the surface and a civilisation that took root there over long years, bringing its own Pals, tower bosses and ores that only specialised equipment can mine. The site classes it as a region reached through late-game main progression, adjacent to Feybreak.

The practical route is to push the main line to the seventh tower, Bjorn & Bastigor — the site puts the entry anchor at Lv60 and the element you want is Fire (Bastigor has 310k HP, is Ice, and brings freeze control). Once it is down, head back to the top of that tower: the altar there is the portal to Sunreach. The site files this as main-line progression rather than a hidden secret, but you do have to walk up and step on the altar yourself, so leaving straight after the boss fight is an easy way to miss the whole thing. The site world map already carries six sky-island fast-travel points: The Azure Tapestry, Enchanted Firmament, Crystalline Archipelago, Waterlily Gorge, Farcry Marsh, and the Azure Covenant Tower entrance.

A common follow-up is whether you can simply fly up on a flying mount and start early. Two existing pages on this site state that the entrance is the tower-top portal rather than a fly-up (the beginner mining guide additionally suggests level 58+), and whether the route can be bypassed has no verifiable data here, so treat it as unconfirmed. Even if you did get up there, the level and resource gates do not scale down for you: the exclusive ores will not budge without the right equipment and the wildlife is late-game grade, so the real payoff of arriving early is lighting up fast-travel points and learning the terrain.

Source: Community findings, pending on-site verification

Other guide FAQs

1.0 Returning & Saves FAQ

First lesson for returning players: can old saves still be used, should you restart, and how to transfer and back up.

Mutation & 1.0 Breeding FAQ

Mutation odds, the four new cakes, the combo reshuffle and legendaries — the companion Q&A to the breeding calculator.

Rainbow Passive Sources FAQ

All 24 rainbow passives split into four sources — wild random, rare individual, mutation-only and pal-exclusive. Identify the source before you start rolling eggs.

Do buffs stack? FAQ

Does a second copy of the same buff double it, and do two different effects cancel each other out? This one lays out what the 1.0 data layer actually lets you check.

Ores & Materials FAQ

Chromite, Nightstar Sand and midgame material gaps: a direct answer first, then the mining guide for spots and production lines.

Community Q&A, answered with data

Real questions from Reddit and Discord, answered from the site's 1.0 data tables: boss walls, stacking rules, oil nodes, schematics.

Updated: 2026-08-05; game version 1.0.